:wgrin: Sorry, I was replying for R.O’s post based on his SAI…
SAII doesn’t have much variety since it’s already have big damage, but corner and stun SAII combos… I do have couple…
SAII ::: Normal combos
I. (Usual drill ) Cross MK, HP>Shoryu HP> Shin Shoryuken, **
** a: Hadouken (small damage, worst stun, easy to pull on all character)
b: Tatsumaki (best damage, good stun)
c: Joudan HK (best stun damage, hard to pull on some characters such as Chun-Li for example)
d: Dash, Shoryu Ken HP (Harder to pull, smaller damage than “b”-- not recommended)
e: Dash, HK (Not knocking down the opponent-- useless, as Ryu is very very good killing waking up opponent by keeping them “down” on the floor)
SAII ::: [ Corner & Stun combos ]
I. (Usual drill ) Cross MK, HP>Shoryu HP> Shin Shoryuken (opponent blown to the corner, and should be stun by now), High Jump HP, Universal Overhead MK+MP, Joudan LK. ------- *Finish with J.HP, HP> Joudan EX, Shoryu HP.
*or, before the “finish” part, you could throw couple of c.MP x3/4 to fill the bar for extra EX ---- Finish with J.HP, HP> Joudan EX, EX Tatsu, Shoryu HP.
II. On jumping opponent in the corner — Universal overhead MK+MP (opponent should be dizzy by now), J.HP (Do it very quickly, no gap of time), Shoryu HP as you land land > Shin Shoryuken, High Jump HP, Universal Overhead MK+MP, Joudan LK. ------- *Finish with J.HP, HP> Joudan EX, Shoryu HP.
or as * above…
III. Middle of the screen J.HP/ Cross MK, HP> EX Joudan (have to be DIZZY by now), LP (Elbow close range)> Dash, LP (Elbow close range), Tatsu HK / > Dash, Shoryu HP (opponent in the corner by now) ------ J.HP. C.MK> Shoryu HP> Shin Shoryuken, finish by : a/b/c/d/e above